Talisman
About the Game
Draw mystical stones. Build combinations. Reach the target score—or take a strike.
Deceptively Simple
Every trial challenges you to meet or exceed a target score using the stones you draw. Each stone has a suit and value. Matching suits multiply your score. Form spreads (same rank) for massive bonuses. But draw the wrong combination and you'll trigger biome penalties that subtract points.
Three strikes ends your run. 4 draws per standard trial with max 7 in hand (excluding Perk Rewards). Make every draw count. Don't just drop your stones in the bowl and hope for the best!
CORE GAMEPLAY
• Draw stones from your collection to build scoring combinations
• Match suits to activate multipliers (×2 to ×20 depending on the biome)
• Form spreads (3+ of the same rank) for flat point bonuses
• Avoid bad patterns that trigger biome penalties (-10 to -40 points)
• Reach the target score before running out of draws—or take a strike
THE PRESSURE
Three strikes and it's over. No checkpoints. No continues.
Boss trials appear every few levels and cut your draws from 4 to 3. Biome penalties stack. One careless stone kept can turn a winning hand into a strike.
Bad stones compound. Every perk purchase decision can help offset these penalties and the RNG helping you place the game in your control.
7 BIOMES, 100 TRIALS
Travel through 7 distinct biomes, each with completely different scoring rules:
• Frozen Wastes – Sapphire ×12, Emerald ×3
• Desert Sands – Ruby ×15, Sapphire ×2
• Ancient Forest – Emerald ×15, Diamond ×3
• Volcanic Depths – Ruby ×20, penalties for mixed suits
• Crystal Nexus – Diamond ×20, purity bonuses
• Sunken Shores – Sapphire ×18, spread bonuses
• Shadow Realm – Balanced suits, escalating targets
Every 10-16 trials, the biome changes. Strategies that dominated in the ice will fail in the lava. Adapt your playstyle or lose.
THE SHOP
Between trials, buy mystical perks to bend the rules:
• Divine Hand – Add 3 high-value stones (8-10) to your next hand
• Arcane Redraw – Discard and redraw your entire hand mid-trial
• Golden Guarantee – Your next draw is guaranteed 9 or 10 value
• Mystic Vision – Preview 5 future draws, keep 2, discard the rest
• Oracle's Eye – Permanently see 1 upcoming draw (until run ends)
• Second Chance – Survive one strike this section
Perks are consumable. Use Divine Hand on a boss trial and it's gone. Hoard it too long and a bad draw could end your run. All perks are kept for the next run.
Four perks per shop visit. Spend wisely.
ULTIMATE MODE
You have 3 minutes per 5 trials. Infinite trials changing between each biome with random targets to hit.
How many trials can you survive before three strikes catch up?

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